Core Tweaks

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These are minor changes to core.

Contents

Classes

Modified Sorcerer


Spells

Identify

Divination

Level: Brd 1, Magic 2, Sor/Wiz 1

Components: V, S

Casting Time: 10 minutes

Range: Touch

Targets: One touched object

Duration: Instantaneous

Saving Throw: None

Spell Resistance: No


The spell determines most magic properties of a single magic item, including how to activate those functions (if appropriate), and how many charges are left (if any).


In order to identify, make a spellcraft check with a DC as the highest caster level on the magic item. Success means the function and how to activate it, as well as the charges (if any) of a standard magic item are identified. This DC increases by 10 if the magic item is custom, or unique in some way. Failure by only 5 or less only reveals part of the information about the item.


Identify does not function when used on an artifact.

Glitterdust

Conjuration (Creation)

Level: Brd 3, Sor/Wiz 4

Components: V, S, M

Casting Time: 1 standard action

Range: Medium (100 ft. + 10 ft./level)

Area: Creatures and objects within 10-ft.-radius spread

Duration: 1 round/level

Saving Throw: Will negates (blinding only)

Spell Resistance: No


A cloud of golden particles covers everyone and everything in the area, causing creatures to become blinded and visibly outlining invisible things for the duration of the spell. All within the area are covered by the dust, which cannot be removed and continues to sparkle until it fades.


Any creature covered by the dust takes a -40 penalty on Hide checks.


Material Component:

Ground mica.

Fly

Transmutation

Level: Sor/Wiz 3, Travel 3

Components: V, S, F/DF

Casting Time: 1 round

Range: Touch

Target: Personal or Creature Touched (see text)

Duration: 10 min./level

Saving Throw: Will negates (harmless)

Spell Resistance: Yes (harmless)


You can fly at a speed of 50 feet (or 30 feet if you are wearing medium or heavy armor, or if you are carrying a medium or heavy load). You can ascend at half speed and descend at double speed with a maneuverability of good. Using a fly spell requires only as much concentration as walking, so the subject can attack or cast spells normally. The subject of a fly spell can charge and hustle but not run, and it cannot carry aloft more weight than its maximum load.


Should the spell duration expire while the subject is still aloft, the magic fails slowly. The subject floats downward 60 feet per round for a single round. If it reaches the ground in that amount of time, it lands safely. If not, it falls the rest of the distance, taking 1d6 points of damage per 10 feet of fall. Since dispelling a spell effectively ends it, the subject also descends in this way if the fly spell is dispelled, but not if it is negated by an antimagic field.

Fly is normally personal only, however, when used from a spell slot at least 2 levels higher than it's base level its target changes to creature touched (after metamagic is applied, so a silent fly spell with the creature touched desire from it would take a 6th level slot).


Arcane Focus

A wing feather from any bird.

Teleport

Conjuration (Teleportation)

Level: Sor/Wiz 5, Travel 5

Components: V

Casting Time: 2 rounds

Range: Personal and touch

Target: You and touched objects or other touched willing creatures

Duration: Instantaneous

Saving Throw: None and Will negates (object)

Spell Resistance: No and Yes (object)

This spell instantly transports you to a designated destination within 500 miles on the same plane as you are currently. You can bring along objects as long as long as their weight doesn’t exceed your maximum load. You may also bring one additional willing creature (carrying gear or objects up to its maximum load) per two caster levels. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you. As with all spells where the range is personal and the target is you, you need not make a saving throw, nor is spell resistance applicable to you. Only objects held or in use (attended) by another person receive saving throws and spell resistance.

In order to teleport to a location, you must have visited that location in the past and retain a memory of doing such, even if the memory is as weak as a minor figment from your childhood. Creatures traveling with you do not have such limitations.

You arrive on a stable surface within 10 feet for every mile you decide to teleport away from the intended location, in a random direction, if the location is in excess of 20 miles away.

Time Stop

Transmutation (Time)

Level: Beguiler 9 (only)

Components: V

Casting Time: 1 round

Range: Personal

Target: You

Duration: 3 rounds (apparent time); see text

This spell seems to make time cease to flow for everyone but you. In fact, you increase the rate of time encasing you so greatly that all other creatures seem frozen, though they are actually still moving at their normal speeds. You are free to act for 3 rounds of this apparent time. Normal and magical fire, cold, gas, and the like can still harm you. While the time stop is in effect, other creatures are invulnerable to your attacks and spells; you cannot target such creatures with any attack or spell. A spell that affects an area and has a duration longer than the remaining duration of the time stop have their normal effects on other creatures once the time stop ends. Most spellcasters use the additional time to improve their defenses, summon allies, or flee from combat.

You cannot move or harm items held, carried, or worn by a creature stuck in normal time, but you can affect any item that is not in another creature’s possession.

You are undetectable while time stop lasts. You cannot enter an area protected by an antimagic field while under the effect of time stop.

Spells with the time descriptor automatically fail when attempting to effect a creature with a spell with the time description already in effect upon them.

Dimension Door

Conjuration (Teleportation)

Level: Brd 4, Sor/Wiz 4, Travel 4

Components: V

Casting Time: 1 standard action

Range: Medium (100 ft. + 10 ft./level)

Target: You and touched objects or other touched willing creatures

Duration: Instantaneous

Saving Throw: None and Will negates (object)

Spell Resistance: No and Yes (object)

You instantly transfer yourself from your current location to any other spot within range. You always arrive at exactly the spot desired—whether by simply visualizing the area or by stating direction. After using this spell, you can’t take any other actions until your next turn. You can bring along objects as long as their weight doesn’t exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you.

If you arrive in a place that is already occupied by a solid body, you and each creature traveling with you take 1d6 points of damage and are shunted to a random open space on a suitable surface within 100 feet of the intended location.

If there is no free space within 100 feet, you and each creature traveling with you take an additional 2d6 points of damage and are shunted to a free space within 1,000 feet. If there is no free space within 1,000 feet, you and each creature traveling with you take an additional 4d6 points of damage and the spell simply fails.

Feats

Dodge [General]

Prerequisite: Dex 13

Benefit: You gain a +1 dodge bonus to AC and an additional +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area.

A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses.

Special: A fighter may select Dodge as one of his fighter bonus feats.

Special: This feat accounts for both Dodge and Mobility for prerequisites.


Toughness [General]

Benefit: You gain an additional hit point per hit die including hit die you may gain later.


Skills

Disable Device/Open Lock

The effects of open lock is folded in to disable device. Open lock no longer exists, otherwise.

Note: Uses Int as the modifier.

Other

Replaced Resistance

Characters have an automatic resistance bonus to all saves based on their ECL, as follows:

ECL Bonus
3 +1
6 +2
8 +3
10+4
12+5

Replaced Enhancement Bonuses

At each ECL, starting at 3rd, characters gain an enhancement point that they may spend or keep later. Once spent, however, they can't change their choice. Beginning at 11th level, characters gain two enhancement points per level.
These points can be used to add an enhancement bonus to a stat, and increases based on what you are increasing that bonus to. Each bonus level requires the previous level, and thus, the total points compound. (A +4 total bonus would cost 1+1+2+2, or 6 total).

Bonus Cost
+1 1
+2 1
+3 2
+4 2
+5 3
+6 3
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